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feather-engine.vercel.app

live Unverified (seed import) Developer Tools 16 tools imperative implementation

Feather Engine

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 2 · Act 14 · Transact 0 · Score: Not yet scored

Tool inspector

set_vehicle

act imperative

Add/configure the built-in VEHICLE (car) controller on an object — the driving peer of set_character_controller. WASD drives (W throttle, S brake/reverse, A/D steer, Space handbrake to drift, H horn). TWO physics models via physicsModel: (1) "arcade" (default) = a hand-rolled tire/bicycle model with the tunables below (weightTransfer/tractionControl/downforce/grip etc.) on a dynamic Rapier convex body; raise turnRate for snappier turning, weightTransfer/lower handbrakeGrip for drift, tractionControl/downforce for planted racers; supports crashDamageEnabled (rollovers/wheel-break/crush/debris). (2) "raycast" = a REAL Rapier DynamicRayCastVehicleController sim (BeamNG/sim-racing style): genuine per-wheel ray-cast suspension, weight transfer, tire friction, true rollovers, PLUS a full drivetrain sim — engine torque curve + RPM + a gearbox (auto or manual paddle shifting; engine audio pitch follows RPM through the gears; the runtime mirrors live values into "RPM"/"Gear"/"Speed" project vars for HUD binding), aero drag + downforce, front/rear anti-roll bars, ABS + traction-control assists, and per-wheel SURFACE grip (wheels read the `surface` instance variable — tarmac/curb/dirt/grass/gravel/sand/snow/ice — of whatever they roll over; tag runoff areas to punish corner-cutting). In raycast mode the car needs NO Rapier body of its own (the sim builds a dynamic chassis from the object scale), the 4 wheel CHILD objects go in wheelObjectIds in [FL,FR,RL,RR] order, and the FRONT pair (the actual wheel ids, NOT anchors) go in steeredWheelIds. Tune with engineForce/brakeForce/handbrakeForce/drivetrain/brakeBias, chassisMass/centerOfMassY (lower = harder to roll), wheelFrictionSlip/sideFrictionStiffness + the suspension fields, the gearbox fields (transmission/gearRatios/finalDrive/idleRpm/maxRpm/shiftUpRpm/shiftDownRpm/shiftTime), aeroDrag/downforceSim/antiRollFront/antiRollRear, absEnabled/tcsEnabled/surfaceGripEnabled, and the DRIVING-FEEL trio — engineBrakeForce (off-throttl…

Input schema

PropertyTypeRequiredDescription
objectId string yes —
enabled boolean no —
physicsModel string no "arcade" (default) tire model, or "raycast" for the real Rapier sim vehicle (per-wheel suspension/weight-transfer/rollovers). Use raycast for sim-racing / realistic cars.
deformable boolean no (raycast) Soft-body crash damage: the body MESH plastically dents/crumples on hard impacts during Play (direction + force based). Great for BeamNG-style destruction.
maxSpeed number no Top forward speed (u/s). Default 34. (arcade)
maxReverseSpeed number no Top reverse speed (u/s). Default 10.
acceleration number no Throttle accel (u/s²). Default 25.
braking number no Brake decel (u/s²). Default 42.
drag number no Coast decel (u/s²). Default 8.
steerAngle number no Max front-wheel steer (radians). Default 0.66.
turnRate number no Arcade steering authority multiplier. Default 2.8; higher turns harder.
gripFactor number no Lateral grip 0..1; higher damps sideways tire slip faster. Default 0.96.
handbrakeGrip number no Lateral grip 0..1 while handbrake held — lower = looser drift. Default 0.24.
weightTransfer number no 0..1 grip loss/lean from accel, braking, and cornering load. Higher feels heavier and more analog. Default 0.42.
tractionControl number no 0..1 throttle cut when tires are slipping. Lower for raw/drifty cars, higher for planted assists. Default 0.35.
downforce number no Speed-squared extra grip/downward impulse. 0 for loose trucks, higher for race cars. Default 0.18.
bodyRoll number no Chassis lean into turns. Default 0.05.
bodyPitch number no Chassis squat/dive under accel/brake. Default 0.04.
suspensionStiffness number no How quickly lean/squat settles, 0..1. Default 0.18.
crashDamageEnabled boolean no Enable impact damage, rollovers, wheel breakage, body crush, and debris on dynamic cars. Default true.
crashDamageThreshold number no Impact speed below this is a normal bump. Default 12.
crashRolloverThreshold number no Impact speed where hard crashes briefly tumble/roll the car. Default 22.
crashRolloverStrength number no Angular impulse multiplier on hard crashes. Higher flips/tumbles more. Default 0.32.
crashDeformation number no Visual crush amount 0..1 from accumulated damage. Default 0.45.
crashWheelBreakThreshold number no Accumulated damage at which wheels start hanging crooked. Default 1.6.
crashDebris boolean no Throw small dynamic debris chunks on heavy impacts. Default true.
wheelRadius number no Wheel radius (u) — sets spin rate (and the raycast wheel ray length). Default 0.4.
engineForce number no (raycast) Max engine force N at full throttle, split across driven wheels. Default 1800.
brakeForce number no (raycast) Max service-brake force N, split by brakeBias. Default 2200.
handbrakeForce number no (raycast) Extra rear-wheel brake force N from the handbrake. Default 1400.
drivetrain string no (raycast) Which wheels get engine force. Default rwd.
brakeBias number no (raycast) Brake split 0..1: 0 all-rear, 0.5 even, 1 all-front. Default 0.55.
chassisMass number no (raycast) Chassis mass kg. Default 1100.
centerOfMassY number no (raycast) Center-of-mass Y offset; negative = lower = far harder to roll. Default -0.4.
linearDamping number no (raycast) Chassis linear damping. Default 0.15.
angularDamping number no (raycast) Chassis angular damping. Default 0.6.
wheelFrictionSlip number no (raycast) Forward tire grip; higher = less wheelspin. Default 1.4.
sideFrictionStiffness number no (raycast) Lateral cornering grip. Default 0.9.
suspensionRestLength number no (raycast) Suspension rest length (u). Default 0.35.
suspensionStiffnessSim number no (raycast) Suspension spring stiffness. Default 24.
suspensionCompression number no (raycast) Damping while compressing. Default 0.82.
suspensionRelaxation number no (raycast) Damping while extending. Default 0.88.
maxSuspensionForce number no (raycast) Suspension force clamp N. Default 30000.
maxSuspensionTravelSim number no (raycast) Max suspension travel (u). Default 0.3.
transmission string no (raycast) auto self-shifts on RPM; manual shifts on keyShiftUp/keyShiftDown (E/Q default; gamepad Y/LB). Default auto.
gearRatios array no (raycast) Forward gear ratios 1st→top. Default [3.1,2.05,1.55,1.2,0.97,0.8].
finalDrive number no (raycast) Final-drive ratio multiplied into every gear. Default 3.6.
idleRpm number no (raycast) Idle RPM. Default 900.
maxRpm number no (raycast) Redline; the limiter cuts power past it. Default 7200.
shiftUpRpm number no (raycast, auto box) Upshift RPM. Default 6500.
shiftDownRpm number no (raycast, auto box) Downshift RPM. Default 2400.
shiftTime number no (raycast) Torque-cut seconds per shift. Default 0.22.
keyShiftUp string no (raycast manual) Shift-up key code. Default KeyE.
keyShiftDown string no (raycast manual) Shift-down key code. Default KeyQ.
aeroDrag number no (raycast) Quadratic air drag — shapes top speed. Default 0.5.
downforceSim number no (raycast) Speed² downforce while grounded. Default 1.1.
antiRollFront number no (raycast) Front anti-roll bar stiffness (flatter cornering; stiffer front = understeer). Default 6000.
antiRollRear number no (raycast) Rear anti-roll bar stiffness (stiffer rear = oversteer/rotation). Default 4200.
absEnabled boolean no (raycast) ABS assist: keeps the fronts steering under hard braking. Default true.
tcsEnabled boolean no (raycast) Traction control: tames wheelspin launches + power-oversteer. Turn OFF for a raw drift car. Default true.
surfaceGripEnabled boolean no (raycast) Per-wheel surface grip from the `surface` instance variable of whatever a wheel rolls over (tarmac/curb/dirt/grass/gravel/sand/snow/ice). Default true.
engineBrakeForce number no (raycast) Engine braking N at the driven wheels when coasting off-throttle in gear — scales with gear ratio + RPM, so lifting/downshifting slows the car into corners. 0 = freewheel. Default 600.
loadSensitivity number no (raycast) 0..1 weight-transfer grip balance: braking loads the fronts (sharper turn-in, lift-off oversteer on a closed throttle), throttle loads the rears (planted exits). Average grip unchanged. 0 = off. Default 0.6.
counterSteerAssist number no (raycast) 0..1 automatic opposite lock toward the slip angle once the car genuinely slides — keeps drifts/snap-oversteer catchable. 0 for a raw sim feel. Default 0.5.
aiDriver boolean no Self-driving car: steers itself around the scene's "Checkpoint <n>" gates with no blueprint. Race rivals AND ambient city traffic both use this — pick the behavior with aiMode.
aiMode string no AI driving behavior. "race" (default): laps the checkpoints IN ORDER at racing pace with rubber-banding. "wander": ambient TRAFFIC — treats the checkpoints as a road network, picks a random nearby gate at each one, cruises at city pace.
aiSkill number no AI pace 0..1 (corner speed, commitment, steering aggression). Default 0.7; use ~0.2-0.35 for calm city traffic.
aiRubberBand number no (race mode) 0..1 keep-the-pack-close assist: slows when ahead of the player, pushes when behind. 0 = honest pace. Default 0.5.
wheels array no (raycast, PREFERRED) Explicit wheel rig: each wheel object with its declared role — order never matters. Drives drivetrain split, brake bias, handbrake and anti-roll pairing. Replaces the whole rig; wins over the legacy wheelObjectIds/steeredWheelIds convention.
wheelObjectIds array no LEGACY (prefer `wheels`): the 4 spinning tire mesh ids in [FL,FR,RL,RR] order. Arcade: child meshes at [0,0,0]. Raycast: direct wheel CHILD objects of the car.
steeredWheelIds array no LEGACY (prefer `wheels`): front steering ids. Arcade: prefer wheel-anchor empty ids (direct wheel ids also work). Raycast: MUST be the front wheel ids that appear in wheelObjectIds.
tireMarkIds array no Particle emitter object ids near tire contact patches; runtime emits only while slipping/handbraking.
garageBodyIds array no (raycast) Ordered MODEL ASSET ids for the in-game garage: a "CarBody" project variable (0,1,2…) picks which body the chassis wears at runtime (chassis re-fits automatically). Replaces the whole list. Also editable in the Inspector Garage section.
headlightIds array no —
brakeLightIds array no —
brakeDiscIds array no (raycast) Brake DISC child object ids — their emissive glows orange with accumulated brake heat (sustained hard braking from speed) and cools when released.
loosePartIds array no (raycast) LOOSE cosmetic child part ids (bumpers/spoiler/skirts): a hard impact tears off the part facing the hit — it becomes a free dynamic prop tumbling away with the car momentum; R-respawn bolts everything back on.
hoodCameraOffset array no (raycast) Car-local [side, up, forward] hood camera position — the Play camera cycles chase → hood → cockpit on C (hold V to look back).
cockpitCameraOffset array no (raycast) Car-local [side, up, forward] cockpit (driver's eye) camera position for the C-key view cycle.
keyThrottle string no —
keyReverse string no —
keyLeft string no —
keyRight string no —
keyHandbrake string no —
keyHorn string no Key code that sounds the horn. Default KeyH.
cameraFollow boolean no —
cameraOffset array no [side, up, back]. Negative Z is behind.
cameraPitch number no —
mouseLook boolean no —
engineSoundId string no Audio asset id LOOPED as the engine (playback rate rises with speed).
skidSoundId string no Audio asset id LOOPED while the tires slip (volume ∝ drift).
brakeSoundId string no One-shot brake squeal on hard deceleration.
hornSoundId string no One-shot horn fired on the horn key.
collisionSoundId string no One-shot impact when the car hits something while moving.
Raw JSON schema
{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "type": "object",
  "properties": {
    "objectId": {
      "type": "string"
    },
    "enabled": {
      "type": "boolean"
    },
    "physicsModel": {
      "description": "\"arcade\" (default) tire model, or \"raycast\" for the real Rapier sim vehicle (per-wheel suspension/weight-transfer/rollovers). Use raycast for sim-racing / realistic cars.",
      "type": "string",
      "enum": [
        "arcade",
        "raycast"
      ]
    },
    "deformable": {
      "description": "(raycast) Soft-body crash damage: the body MESH plastically dents/crumples on hard impacts during Play (direction + force based). Great for BeamNG-style destruction.",
      "type": "boolean"
    },
    "maxSpeed": {
      "description": "Top forward speed (u/s). Default 34. (arcade)",
      "type": "number"
    },
    "maxReverseSpeed": {
      "description": "Top reverse speed (u/s). Default 10.",
      "type": "number"
    },
    "acceleration": {
      "description": "Throttle accel (u/s²). Default 25.",
      "type": "number"
    },
    "braking": {
      "description": "Brake decel (u/s²). Default 42.",
      "type": "number"
    },
    "drag": {
      "description": "Coast decel (u/s²). Default 8.",
      "type": "number"
    },
    "steerAngle": {
      "description": "Max front-wheel steer (radians). Default 0.66.",
      "type": "number"
    },
    "turnRate": {
      "description": "Arcade steering authority multiplier. Default 2.8; higher turns harder.",
      "type": "number"
    },
    "gripFactor": {
      "description": "Lateral grip 0..1; higher damps sideways tire slip faster. Default 0.96.",
      "type": "number"
    },
    "handbrakeGrip": {
      "description": "Lateral grip 0..1 while handbrake held — lower = looser drift. Default 0.24.",
      "type": "number"
    },
    "weightTransfer": {
      "description": "0..1 grip loss/lean from accel, braking, and cornering load. Higher feels heavier and more analog. Default 0.42.",
      "type": "number"
    },
    "tractionControl": {
      "description": "0..1 throttle cut when tires are slipping. Lower for raw/drifty cars, higher for planted assists. Default 0.35.",
      "type": "number"
    },
    "downforce": {
      "description": "Speed-squared extra grip/downward impulse. 0 for loose trucks, higher for race cars. Default 0.18.",
      "type": "number"
    },
    "bodyRoll": {
      "description": "Chassis lean into turns. Default 0.05.",
      "type": "number"
    },
    "bodyPitch": {
      "description": "Chassis squat/dive under accel/brake. Default 0.04.",
      "type": "number"
    },
    "suspensionStiffness": {
      "description": "How quickly lean/squat settles, 0..1. Default 0.18.",
      "type": "number"
    },
    "crashDamageEnabled": {
      "description": "Enable impact damage, rollovers, wheel breakage, body crush, and debris on dynamic cars. Default true.",
      "type": "boolean"
    },
    "crashDamageThreshold": {
      "description": "Impact speed below this is a normal bump. Default 12.",
      "type": "number"
    },
    "crashRolloverThreshold": {
      "description": "Impact speed where hard crashes briefly tumble/roll the car. Default 22.",
      "type": "number"
    },
    "crashRolloverStrength": {
      "description": "Angular impulse multiplier on hard crashes. Higher flips/tumbles more. Default 0.32.",
      "type": "number"
    },
    "crashDeformation": {
      "description": "Visual crush amount 0..1 from accumulated damage. Default 0.45.",
      "type": "number"
    },
    "crashWheelBreakThreshold": {
      "description": "Accumulated damage at which wheels start hanging crooked. Default 1.6.",
      "type": "number"
    },
    "crashDebris": {
      "description": "Throw small dynamic debris chunks on heavy impacts. Default true.",
      "type": "boolean"
    },
    "wheelRadius": {
      "description": "Wheel radius (u) — sets spin rate (and the raycast wheel ray length). Default 0.4.",
      "type": "number"
    },
    "engineForce": {
      "description": "(raycast) Max engine force N at full throttle, split across driven wheels. Default 1800.",
      "type": "number"
    },
    "brakeForce": {
      "description": "(raycast) Max service-brake force N, split by brakeBias. Default 2200.",
      "type": "number"
    },
    "handbrakeForce": {
      "description": "(raycast) Extra rear-wheel brake force N from the handbrake. Default 1400.",
      "type": "number"
    },
    "drivetrain": {
      "description": "(raycast) Which wheels get engine force. Default rwd.",
      "type": "string",
      "enum": [
        "fwd",
        "rwd",
        "awd"
      ]
    },
    "brakeBias": {
      "description": "(raycast) Brake split 0..1: 0 all-rear, 0.5 even, 1 all-front. Default 0.55.",
      "type": "number"
    },
    "chassisMass": {
      "description": "(raycast) Chassis mass kg. Default 1100.",
      "type": "number"
    },
    "centerOfMassY": {
      "description": "(raycast) Center-of-mass Y offset; negative = lower = far harder to roll. Default -0.4.",
      "type": "number"
    },
    "linearDamping": {
      "description": "(raycast) Chassis linear damping. Default 0.15.",
      "type": "number"
    },
    "angularDamping": {
      "description": "(raycast) Chassis angular damping. Default 0.6.",
      "type": "number"
    },
    "wheelFrictionSlip": {
      "description": "(raycast) Forward tire grip; higher = less wheelspin. Default 1.4.",
      "type": "number"
    },
    "sideFrictionStiffness": {
      "description": "(raycast) Lateral cornering grip. Default 0.9.",
      "type": "number"
    },
    "suspensionRestLength": {
      "description": "(raycast) Suspension rest length (u). Default 0.35.",
      "type": "number"
    },
    "suspensionStiffnessSim": {
      "description": "(raycast) Suspension spring stiffness. Default 24.",
      "type": "number"
    },
    "suspensionCompression": {
      "description": "(raycast) Damping while compressing. Default 0.82.",
      "type": "number"
    },
    "suspensionRelaxation": {
      "description": "(raycast) Damping while extending. Default 0.88.",
      "type": "number"
    },
    "maxSuspensionForce": {
      "description": "(raycast) Suspension force clamp N. Default 30000.",
      "type": "number"
    },
    "maxSuspensionTravelSim": {
      "description": "(raycast) Max suspension travel (u). Default 0.3.",
      "type": "number"
    },
    "transmission": {
      "description": "(raycast) auto self-shifts on RPM; manual shifts on keyShiftUp/keyShiftDown (E/Q default; gamepad Y/LB). Default auto.",
      "type": "string",
      "enum": [
        "auto",
        "manual"
      ]
    },
    "gearRatios": {
      "description": "(raycast) Forward gear ratios 1st→top. Default [3.1,2.05,1.55,1.2,0.97,0.8].",
      "type": "array",
      "items": {
        "type": "number"
      }
    },
    "finalDrive": {
      "description": "(raycast) Final-drive ratio multiplied into every gear. Default 3.6.",
      "type": "number"
    },
    "idleRpm": {
      "description": "(raycast) Idle RPM. Default 900.",
      "type": "number"
    },
    "maxRpm": {
      "description": "(raycast) Redline; the limiter cuts power past it. Default 7200.",
      "type": "number"
    },
    "shiftUpRpm": {
      "description": "(raycast, auto box) Upshift RPM. Default 6500.",
      "type": "number"
    },
    "shiftDownRpm": {
      "description": "(raycast, auto box) Downshift RPM. Default 2400.",
      "type": "number"
    },
    "shiftTime": {
      "description": "(raycast) Torque-cut seconds per shift. Default 0.22.",
      "type": "number"
    },
    "keyShiftUp": {
      "description": "(raycast manual) Shift-up key code. Default KeyE.",
      "type": "string"
    },
    "keyShiftDown": {
      "description": "(raycast manual) Shift-down key code. Default KeyQ.",
      "type": "string"
    },
    "aeroDrag": {
      "description": "(raycast) Quadratic air drag — shapes top speed. Default 0.5.",
      "type": "number"
    },
    "downforceSim": {
      "description": "(raycast) Speed² downforce while grounded. Default 1.1.",
      "type": "number"
    },
    "antiRollFront": {
      "description": "(raycast) Front anti-roll bar stiffness (flatter cornering; stiffer front = understeer). Default 6000.",
      "type": "number"
    },
    "antiRollRear": {
      "description": "(raycast) Rear anti-roll bar stiffness (stiffer rear = oversteer/rotation). Default 4200.",
      "type": "number"
    },
    "absEnabled": {
      "description": "(raycast) ABS assist: keeps the fronts steering under hard braking. Default true.",
      "type": "boolean"
    },
    "tcsEnabled": {
      "description": "(raycast) Traction control: tames wheelspin launches + power-oversteer. Turn OFF for a raw drift car. Default true.",
      "type": "boolean"
    },
    "surfaceGripEnabled": {
      "description": "(raycast) Per-wheel surface grip from the `surface` instance variable of whatever a wheel rolls over (tarmac/curb/dirt/grass/gravel/sand/snow/ice). Default true.",
      "type": "boolean"
    },
    "engineBrakeForce": {
      "description": "(raycast) Engine braking N at the driven wheels when coasting off-throttle in gear — scales with gear ratio + RPM, so lifting/downshifting slows the car into corners. 0 = freewheel. Default 600.",
      "type": "number"
    },
    "loadSensitivity": {
      "description": "(raycast) 0..1 weight-transfer grip balance: braking loads the fronts (sharper turn-in, lift-off oversteer on a closed throttle), throttle loads the rears (planted exits). Average grip unchanged. 0 = off. Default 0.6.",
      "type": "number"
    },
    "counterSteerAssist": {
      "description": "(raycast) 0..1 automatic opposite lock toward the slip angle once the car genuinely slides — keeps drifts/snap-oversteer catchable. 0 for a raw sim feel. Default 0.5.",
      "type": "number"
    },
    "aiDriver": {
      "description": "Self-driving car: steers itself around the scene's \"Checkpoint <n>\" gates with no blueprint. Race rivals AND ambient city traffic both use this — pick the behavior with aiMode.",
      "type": "boolean"
    },
    "aiMode": {
      "description": "AI driving behavior. \"race\" (default): laps the checkpoints IN ORDER at racing pace with rubber-banding. \"wander\": ambient TRAFFIC — treats the checkpoints as a road network, picks a random nearby gate at each one, cruises at city pace.",
      "type": "string",
      "enum": [
        "race",
        "wander"
      ]
    },
    "aiSkill": {
      "description": "AI pace 0..1 (corner speed, commitment, steering aggression). Default 0.7; use ~0.2-0.35 for calm city traffic.",
      "type": "number",
      "minimum": 0,
      "maximum": 1
    },
    "aiRubberBand": {
      "description": "(race mode) 0..1 keep-the-pack-close assist: slows when ahead of the player, pushes when behind. 0 = honest pace. Default 0.5.",
      "type": "number",
      "minimum": 0,
      "maximum": 1
    },
    "wheels": {
      "description": "(raycast, PREFERRED) Explicit wheel rig: each wheel object with its declared role — order never matters. Drives drivetrain split, brake bias, handbrake and anti-roll pairing. Replaces the whole rig; wins over the legacy wheelObjectIds/steeredWheelIds convention.",
      "type": "array",
      "items": {
        "type": "object",
        "properties": {
          "objectId": {
            "type": "string"
          },
          "axle": {
            "type": "string",
            "enum": [
              "front",
              "rear"
            ]
          },
          "side": {
            "type": "string",
            "enum": [
              "left",
              "right"
            ]
          },
          "steered": {
            "description": "Turns with steering input. Defaults true on the front axle.",
            "type": "boolean"
          }
        },
        "required": [
          "objectId",
          "axle",
          "side"
        ]
      }
    },
    "wheelObjectIds": {
      "description": "LEGACY (prefer `wheels`): the 4 spinning tire mesh ids in [FL,FR,RL,RR] order. Arcade: child meshes at [0,0,0]. Raycast: direct wheel CHILD objects of the car.",
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "steeredWheelIds": {
      "description": "LEGACY (prefer `wheels`): front steering ids. Arcade: prefer wheel-anchor empty ids (direct wheel ids also work). Raycast: MUST be the front wheel ids that appear in wheelObjectIds.",
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "tireMarkIds": {
      "description": "Particle emitter object ids near tire contact patches; runtime emits only while slipping/handbraking.",
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "garageBodyIds": {
      "description": "(raycast) Ordered MODEL ASSET ids for the in-game garage: a \"CarBody\" project variable (0,1,2…) picks which body the chassis wears at runtime (chassis re-fits automatically). Replaces the whole list. Also editable in the Inspector Garage section.",
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "headlightIds": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "brakeLightIds": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "brakeDiscIds": {
      "description": "(raycast) Brake DISC child object ids — their emissive glows orange with accumulated brake heat (sustained hard braking from speed) and cools when released.",
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "loosePartIds": {
      "description": "(raycast) LOOSE cosmetic child part ids (bumpers/spoiler/skirts): a hard impact tears off the part facing the hit — it becomes a free dynamic prop tumbling away with the car momentum; R-respawn bolts everything back on.",
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "hoodCameraOffset": {
      "description": "(raycast) Car-local [side, up, forward] hood camera position — the Play camera cycles chase → hood → cockpit on C (hold V to look back).",
      "minItems": 3,
      "maxItems": 3,
      "type": "array",
      "items": {
        "type": "number"
      }
    },
    "cockpitCameraOffset": {
      "description": "(raycast) Car-local [side, up, forward] cockpit (driver's eye) camera position for the C-key view cycle.",
      "minItems": 3,
      "maxItems": 3,
      "type": "array",
      "items": {
        "type": "number"
      }
    },
    "keyThrottle": {
      "type": "string"
    },
    "keyReverse": {
      "type": "string"
    },
    "keyLeft": {
      "type": "string"
    },
    "keyRight": {
      "type": "string"
    },
    "keyHandbrake": {
      "type": "string"
    },
    "keyHorn": {
      "description": "Key code that sounds the horn. Default KeyH.",
      "type": "string"
    },
    "cameraFollow": {
      "type": "boolean"
    },
    "cameraOffset": {
      "description": "[side, up, back]. Negative Z is behind.",
      "minItems": 3,
      "maxItems": 3,
      "type": "array",
      "items": {
        "type": "number"
      }
    },
    "cameraPitch": {
      "type": "number"
    },
    "mouseLook": {
      "type": "boolean"
    },
    "engineSoundId": {
      "description": "Audio asset id LOOPED as the engine (playback rate rises with speed).",
      "type": "string"
    },
    "skidSoundId": {
      "description": "Audio asset id LOOPED while the tires slip (volume ∝ drift).",
      "type": "string"
    },
    "brakeSoundId": {
      "description": "One-shot brake squeal on hard deceleration.",
      "type": "string"
    },
    "hornSoundId": {
      "description": "One-shot horn fired on the horn key.",
      "type": "string"
    },
    "collisionSoundId": {
      "description": "One-shot impact when the car hits something while moving.",
      "type": "string"
    }
  },
  "required": [
    "objectId"
  ]
}

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